So, after some time with the latest patch I think I’m comfortable in addressing what I think are some remaining problems as well as some new problems involving how some classes fit in to the new system, as well as some general thoughts on how some things should be working with the new mechanics like skill attack speed and modified crit rate etc. I’ll start with the general stuff:
Attack Speed
Add attack speed scaling to the following skills:
Thrust
Heavy Shot
Stone Shot
Butterfly
Bounce Shot
Sapper setting up traps, maybe?
Cleave
Stomping Kick
Seism
Giant Swing
Stabbing
Pierce
Spear Throw
Montano
Shooting Star
Pistol Shot
Double Weapon Assault
Deadly Combo
All Doppel’s multihits except Cyclone
Lunge
Esquive Toucher
Flash
Serpentine
Dragon Soar
Skarphuggning
Stormbolt
Critical Chance
Add a bonus critical chance attribute to the following skills:
Carve - 50% bonus critical chance against plant-types.
Skull Swing - Debuff increases critical chance for the caster only against large/boss enemies by 20/30%.
Cloaking - 20% bonus crit chance for 3 seconds after leaving cloak, requires C2 Scout.
Smite - 50% bonus critical chance against enemies debuffed by Conviction.
Deadly Combo - 35% bonus critical chance
Flanconnade - When an attack is successfully blocked, gain 25% bonus crit chance against the blocked enemy on your next Pierce attack.
Sept Etoiles - 25% bonus crit chance
Flash - 35% bonus crit chance
Mortal Slash - 35% bonus crit chance
Headshot - 25% bonus crit chance, Musketeer C2 required
Snipe - 25% bonus crit chance, Musketeer C2 required
Overheat/CD
Change the following skills’ overheat/CD:
Swordsman:
Double Slash 3OH/21CD -> 3OH/15CD
Synchro Thrust 2OH/15CD -> 3OH/15CD
Pierce 1OH/30CD -> 2OH/20CD
Stomping Kick 3OH/36CD -> 3OH/20CD
Seism 2OH/18CD -> 3OH/15CD
Hexen Dropper 2OH/28CD -> 3OH/20CD
Flash 3OH/42CD -> 3OH/30CD
Mortal Slash 1OH/38CD -> 2OH/25CD
Archer:
Twin Arrow 5OH/7CD -> 5OH/10CD, slightly increased damage
Bounce Shot 2OH/15CD -> 3OH/10CD
Spiral Arrow 2OH/38CD -> 3OH/25CD
Stake Stockades 2OH/35CD -> 3OH/30CD; C2 attribute +1 OH; C3 attribute +1 OH
Conceal 1OH/20CD -> 3OH/20CD
Backstab 2OH/10CD -> 5OH/10CD
Bayonet Thrust 1OH/9CD -> 3OH/10CD
Spread Shot 3OH/36CD -> 3OH/25CD
Triple Arrow 2OH/30CD -> 3OH/25CD
Homing Arrow 2OH/33CD -> 2OH/20CD
Wizard:
Energy Bolt 3OH/9CD -> 5OH/10CD
Flare 3OH/30CD -> 4OH/20CD
Fireball 2OH/9CD -> 3OH/10CD
Ice Bolt 3OH/15CD -> 5OH/15CD
Joint Penalty 1OH/22CD -> 2OH/25CD
Hangman’s Knot 1OH/15CD -> 2OH/20CD
Electrocute 1OH/33CD -> 2OH/30CD
Freezing Sphere 3OH/30CD -> 5OH/20CD
Desmodus 1OH/25CD -> 2OH/20CD
Alchemistic Missile 3OH/18CD -> 5OH/20CD
Cleric:
Zaibas 2OH/30CD -> 3OH/20CD
Smite 2OH/9CD -> 5OH/10CD
Turn Undead 2OH/70CD -> 3OH/40CD
Stats/Misc
HP/SP recovery time base value stays at 20, but CON and SPR reduce the base value by 1 second per 20 points invested, down to a minimum of 10 (200 CON/SPR). Sitting reduces recovery time by 50% of its current value.
Bonus damage stats on weapons and subweapons changed to a scaling value instead of flat; for example:
Most 1H spears deal +10% damage vs. Medium and +20% damage vs. Large enemies.
Karacha Dagger deals +10% damage vs. Medium enemies and adds 20% of weapon attack as bonus fire property attack.
Sacment deals -10% vs. plate, -20% vs. cloth and +50% vs. leather.
Etc.
Now, about some specific classes/builds: some of these are general ideas about classes, skills or attributes that were already weak and weren’t helped much by the patch, some are just ideas for tweaking builds to make more paths viable, some are things that are just overshadowed now that other classes are stronger in comparison. Some of it is just skills that I find are really boring or pointless and in need of changes to make them worth it.
Higher level classes I didn’t really assess much because we’ve only got 1 or 2 circles available, with the exception of Templar because IMC is planning to make big changes to the class anyway. Some classes I also think may be underperforming still, but because they were just radically changed I think it’s worth giving people time to adjust, because they might just need small changes. Anyway, on to my ideas:
Ranger
High Anchoring: Increases damage taken by (5 + skill level)% for 5 seconds. C1 attribute removes knockback. C2 attribute reduces AoE defense of enemies hit by 1.
Time Bomb Arrow: Attaches a time bomb to the target that explodes after 3 seconds, dealing AoE damage equal to how much damage the target took in that 3 seconds. Damage is capped at (600 + 50 x skill level)% If the target dies before, the bomb explodes early and final damage is increased by 25%.
Highlander
Crit attack attribute works with 2H spears as well as 2H swords.
Cartar Stroke: Maximum casting time is 2 second at all levels, damage is increased up to 200% at full charge. C3 attribute releases a shockwave that deals 2 additional hits and spreads to enemies further away when fully charged (Requires level 15 Cartar Stroke, doubles SP cost).
Crossguard: Usable with 2H spears as well as 2H swords
Peltasta
Swashbuckling: In PVP, effected enemies deal 50% less damage when attacking your allies. Debuff is removed after attacking the Peltasta (4 + skill level) times.
Shield Lob: Struck enemies take 30% more damage from shield attacks for 6 seconds.
High Guard: Duration = 25 + 5x skill level
Krivis
Aukuras: HP recovery bonus scales with SPR, reduces HP recovery time by 50% instead of a flat value (I.E. 10 seconds if base HP recovery = 20, 5 seconds if base HP recovery = 10).
Divine Stigma: From 1OH/36CD to 3OH/15CD, base buff power reduced, buff now scales with SPR. Multiple instances of the buff stack. C2 attribute increases lightning damage received by enemies effected by Stigma by 30%.
Pyro
Staff Mastery: Fire - Attribute changed from +3 per attribute level to 50% of INT added as additional fire property attack, max level of 1.
Fire Wall: Increased Fire Property Buff - Attribute changed from +5 per attribute level to 5% of INT per level added as additional fire property attack to allies that touch the fire wall, max level of 5.
Cryo
Rod Master: Ice - Attribute changed from +3 per attribute level to 50% of INT added as additional ice property attack, max level of 1.
Gust: Collision Damage - New C2 attribute that causes enemies pushed by Gust to take 50% bonus damage if they collide with your Ice Wall, also causes the Ice Wall to fire shards in the direction of the colliding enemy.
Hunter
Rush Dog: C1 attribute makes it usable while mounted, but cooldown increases to 15 seconds.
Praise: C1 attribute makes it usable while mounted, buffing your own stats.
Linker
Spiritual Chain: C2/C3 attribute increases buff limit of linked allies by 2/4.
Lifeline: C3 attribute increases linked allies’ stats by 20%.
Rodelero
Shield Charge: Hits every .4 seconds instead of .5. C1 attribute removes knockback, enemies are still knocked down. C2 attribute increases maximum duration to 10 seconds but increases stamina drain. C3 attribute increases movement speed by 5 during Shield Charge.
Shield Push: Defense reduction changed to 9% + 1% per skill level. C3 attribute increases defense reduction by another 5%.
Scout
Flu Flu: Effected enemies completely ignore aggro generation from players and are forced to attack eachother. Duration from 8 + .2 per level to 7.5 + .5 per level. Max targets from 5 (10 with attribute) to 8 (13 with attribute). Cooldown from 61 to 40.
Perspective Distortion: No longer has to be channeled to maintain the effect.
Scan: Scanned enemies have their evasion, critical resistance and block reduced to 0 for the duration.
Paladin
Blunt Mastery: Holy Hammer - new attribute that adds bonus bonus holy property damage equal to your SPR when equipped with a blunt weapon.
Smite: Damage changed from Physical - Strike to Physical - Lightning.
Restoration: Scales with the caster’s SPR and CON, reduces HP recovery time by 50%.
Resist Elements: Scales with the caster’s SPR and CON. C2/C3 attribute increases duration by 20/40.
Turn Undead: Damage changed from Magical - Holy to Physical - Holy.
Conversion: C3 attribute adds bonus elemental damage to converted monsters, based on the caster’s SPR and STR, and increases damage dealt by converted monsters by 50% when attacking an enemy afflicted with Conviction.
Barrier: Buff scales with SPR and CON.
Conviction: Damage changed from Physical - Strike to Physical - Holy. C3 attribute reduces Holy resistance. Debuff scales with the caster’s SPR and STR.
Elementalist
Ice Property: Slow attribute changed to Ice Property: Shatter - When frozen enemies are defeated they shatter, firing a ring of shards that pierce through enemies and slow them on hit, deal 150% of your magic attack in damage.
Fire Property: Explosion attribute explosion chance changed from 30% to 50%, damage from 80% magic attack to 150%.
Elemental Mastery: Frostburn - New attribute that increases fire damage by 50% against frozen enemies and ice damage by 50% against burning enemies. Requires Cryo C2, Pyro C2 and Elementalist C2.
Squire
Refreshment Table: Soup/Yogurt reduces HP/SP recovery time by 5% per skill level rather than a flat value.
Penalty Reduction replaced with Field Reinforcement: Immediately repairs 2 per level durability on party’s equipment, temporarily increases enhancement value of weapons, armor and shields by 1 + .5 per level, and increases SP/HP recovery by 100 + 30 per level (scales with CON). 300 second cooldown and duration.
Rogue
Vendetta: No longer charged, can be used while mounted. Changed from 1OH/30CD to 3OH/15CD, places a 5 second debuff that increases damage dealt to the target from behind by 40%. Increases crit attack of you and your party if the target dies while debuffed, bonus crit attack scales with caster’s STR and DEX and multiple instances of the buff stack.
Feint: Usable while mounted.
Burrow: Moved to C2. Now targets an area when cast, burrowing underground and tunneling to that position. Casting again resurfaces and does damage to nearby enemies. Cooldown from 35 to 10.
Lachrymator: Moved to C3. Usable while mounted. AoE increased by 50%, duration 12 + 3 seconds per level. Enemies inside the smoke are blinded, allies inside the smoke are invisible.
Evasion: Renamed Sprint, moved to C3. Increases movement speed by 15 and avoids missile and magic attacks while moving for 3 + skill level seconds. 20 second cooldown. Drains stamina.
Corsair
Jolly Roger: Changed from 1OH/35CD to 2OH/30CD, duration from 35 to 75 + 15 per level. Jolly Roger activates a combo when you defeat enemies with the buff. Combo resets after 60 seconds of not killing an enemy. Maximum combo is 25 + 5 per level.
Jolly Roger aura benefits:
Increases movement speed by 0.5 per 5 combo levels.
Reduces stamina usage by 1% per combo level
Reduces HP and SP recovery time by 3% per 5 combo levels.
At maximum combo, activates Fever for 1 second per combo level.
Fever benefits:
Immediately refreshes party’s cooldowns.
Doubles Pillaging chance.
+1% bonus damage per 5 combo levels.
+2% bonus silver gains per 5 combo levels.
1% chance of receiving a bonus drop from defeated enemies per 5 combo levels.
Combo is reset to 0 when Fever ends.
C2/C3 Jolly Roger attribute: Increases Fever duration by 20/40 seconds, requires level 10/15 Jolly Roger.
Unlock Chest: Removed, replaced with Unlock Cube C2 attribute: increases maximum reroll count of cubes by +1 and reduces cost of rerolling cubes by 20%.
Double Weapon Assault: Automatically adds a secondary weapon attack after all basic attacks. Cooldown/Duration set to 50, increases secondary weapon attack by 5% per level and attack speed by 1% per level.
Necromancer
Summons will now decay over time, becoming weaker until they eventually crumble to dust.
Create Shoggoth: Cooldown reduced to 60 seconds.
Dirty Pole: Taunts enemies, forcing them to attack it for 10 seconds when summoned. Taunt effects 5 + skill level enemies. Dirty Pole takes 1 damage per attack and its maximum health increases with skill level.
Raise Dead: Skeleton warriors enter a Frenzy when summoned, gaining greatly increased movement and attack speed for 10 seconds.
Raise Skull Archer: Skull archers gain Precision when summoned, gaining increased damage and critical chance for 10 seconds.
Corpse Tower: The corpse tower gains Empowered attacks when summoned, firing explosive blasts of dark energy that deal AoE damage for 10 seconds.
Flesh Cannon: When your Shoggoth is in the Flesh Cannon’s area of effect, it will feed off of the corpses, gaining Flesh stacks that increase its health, defense and size for every hit of Flesh Cannon. This effect can stack up to 30 times.
Flesh Strike: When your Shoggoth is detonated by Flesh Strike, the damage from the explosion is increased by 5% for every Flesh stack and you recover 1 corpse for every stack.
Putrefaction: New C2 skill, 2 Overheat, 20 second cooldown, consumes 10 corpses. Target an area to deal damage to enemies and rejuvenate your summons in the area: restores their health, resets their decay timers and activates their summoned ability (Taunt, Frenzy, Precision, Empower). Summons also gain additional damage equal to 3% of your magic attack per skill level for 10 seconds.
Templar
New attribute - Craft Warp Scroll: Allows you to craft Guild Tower Warp Scrolls which teleport you to your Guild Tower. Requires 1 Talt to craft 5 scrolls.
Summon Guild Member -> Summon Party: Summons your party to your location. Max level of 1, cooldown of 10 minutes.
Warp to Guild Member -> Warp to Party Member: Warps to a member of your party. Max level of 1, cooldown of 10 minutes.
Battle Orders: Increases STR and INT based on the Templar’s STR.
New C1 skill - Marching Orders: Increases movement speed by 1 + .5 per level, stamina regeneration and maximum stamina based on the Templar’s CON.
Buff Share: Changed to normal buff, 60sec duration/cooldown, increases buff limit by 1 per level rather than completely ignoring.
Shield Charger: Removed
Forge: Activate the forge to gain a 2 hour 20% attack/mattack buff. Forges recharge every 4 hours. Max 1 forge per skill level. C2 attribute Shield Charger adds a Shield Charger to the forge, granting a shield buff equal to 50% of your max health.
And that’s all I’ve got. That took a while to type up, but I hope it triggers some discussion at least - or maybe even inspires IMC towards some further changes to the game, though I’m not holding my breath considering their track record regarding balance feedback in the past.